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Retribution Paladin Overview and Raiding Guide (3.0) - Clan YaWA - You and Whose Army

Retribution Paladin Overview and Raiding Guide (3.0)

Paladin class discussion.

Moderator: Demon Hunters

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Retribution Paladin Overview and Raiding Guide (3.0)

Post#1 » Wed Oct 08, 2008 2:17 pm

Last edited by Lealla on Tue Feb 17, 2009 12:29 pm, edited 5 times in total.


holydudez

Post#2 » Wed Oct 08, 2008 2:32 pm


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Post#3 » Wed Oct 08, 2008 2:52 pm




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Post#4 » Tue Oct 14, 2008 12:05 pm

Here's a quick update on Glyphs.

Glyphs
At level 70, you'll have 2 Major and 3 Minor Glyphs slots available. This is my evaluation of what'll work best for Retribution.

Major Glyphs
(Req. lvl. 15) - Your Judgements deal 10% more damage.
(Req. lvl. 20) - Increases the chance of dealing Seal of Command damage by 20%.

Other useful ones for Retribution include Avenging Wrath and Seal of Blood. The Crusader Strike one is nice but designed more for non-raid content. You don't get stuns/incaps much against bosses.

Minor Glyphs
(Req. lvl. 15) - Increases the duration of your Blessing of Might spell by 20 min when cast on yourself.
(Req. lvl. 15) - Increases the mana restored by your Lay on Hands spell by 20%.
(Req. lvl. 20) - Damage against Undead increased by 1% while your Sense Undead ability is active.



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Post#5 » Tue Oct 14, 2008 12:34 pm

3.0 Paladin Clique layout.

The Paladin setup changes quite a bit with all the new Hand spells. Here's my best take on it now.

S/C/A = Shift/Ctrl/Alt
L/M/R = Left/Middle/Right click

S-L Holy Light
C-L Flash of Light
A-L Sacred Shield (lv 80)
AS-L Lay on Hands

M Righteous Defense
S-M Hand of Protection
C-M Hand of Freedom
A-M Hand of Salvation
AS-M Hand of Sacrifice

S-R Cleanse



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Post#6 » Tue Oct 14, 2008 1:31 pm

Updated the level 70 build in the main post. Those 3 points in Crusade are well worth it.



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Post#7 » Wed Oct 15, 2008 7:01 am




There is more to life than pew pew you know, like staying out of the fire so you can live to pew pew another day

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Post#8 » Wed Oct 15, 2008 7:28 am







There is more to life than pew pew you know, like staying out of the fire so you can live to pew pew another day

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Post#9 » Wed Oct 15, 2008 8:16 am




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Post#10 » Wed Oct 15, 2008 12:02 pm







There is more to life than pew pew you know, like staying out of the fire so you can live to pew pew another day

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Post#11 » Wed Oct 15, 2008 12:04 pm







There is more to life than pew pew you know, like staying out of the fire so you can live to pew pew another day

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Post#12 » Wed Oct 15, 2008 12:25 pm

For players, Parry is based on Attack vs. Defense only, without no stat or level adjustment. Dodge is also adjusted by Attack vs. Defense, but is based on Agility. My thinking is that adjusting boss Dodge is as simple as increasing or decreasing their Agility score.

While Blizzard is by no means required to assign mob stats the same way as player stats, we do know for certain that mobs use the same calculations as players for hit and crit, and they have predictable Attack and Defense scores. Going by baseline level values alone, a figure of 5.6% for each of Parry and Dodge would be appropriate - except that there is no base Dodge for players; it's based on Agility.

So, for bosses to get additional Parry at the values EJ is talking about, they would have to be arbitrarily assigned a increase of about 10% - in fact, that value is exactly consistent with the numbers reported by EJ.

I'm going to look at some WWS reports tonight to see if my guess is correct.



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Post#13 » Wed Oct 15, 2008 2:58 pm

well i think the primary reason to have the parry rate so high is to penalize mele dps from hitting from the front, by gibbing the tank. and the more parry, the more spike dmg, and i think that blizzard wants some amount of unpredictable spike damage on the tank, otherwise the fight would be heal... heal... okay he's gonna take a burst now cuz of the bosses ability, ok back to normal, heal, heal, etc

but expertise is probably the best threat gen stat, even after 3.0.2 for a prot warrior (not so much for a pally)






There is more to life than pew pew you know, like staying out of the fire so you can live to pew pew another day

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Post#14 » Thu Oct 16, 2008 8:30 am

Updated.



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Post#15 » Thu Oct 16, 2008 3:38 pm

Last night's Hyjal run brought up another really freakish thing about Retribution Paladins. I don't know if Recount was screwed up, but Holydude's Judgement of Light outhealed everybody on trash by a disgusting margin. We really need a WWS dump to properly evaluate it, but on first look, that ability is truly disgusting. Blizzard would do well to make it a percentage effect like Judgement of Wisdom, instead of scaling with AP/SP.



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